Publication Type

Conference Proceeding Article

Publication Date

12-2015

Abstract

This paper documents the learning journey and outcomes of designing an electronic roll-and-move board game, The Grade Inflation Game (GIGAME). It was developed by the Centre for Teaching Excellence (CTE) for classes conducted in the School of Law at the Singapore Management University (SMU). It investigates the effectiveness of using an electronic board game in teaching and learning. Based on the survey on 64 student-players of the game, the study revealed that the game enabled students to consolidate objective skills and knowledge while having 'serious' fun.

Keywords

Game-based learning, GBL, learning effectiveness, fun, RETAIN model

Discipline

Asian Studies | Higher Education | Instructional Media Design | Legal Education

Research Areas

Macroeconomics; Law, Society and Governance

Publication

Proceedings of the International Conference on Computers in Education 2015, Nov 30-Dec 4, Hangzhou, China

ISBN

9784990801496

Publisher

Asia-Pacific Society for Computers in Education

City or Country

Taiwan

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.

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